Whispers of the Abyssal Tide
From the dark depths of the ocean, a swirling mass of shadow and water emerges, its form shifting like a turbulent wave. The creature glistens with bioluminescent patterns, seemingly soothing yet disorienting to those who gaze upon it. Tendrils of dark water whip about its body, dripping with an otherworldly echo that resonates in the minds of nearby adventurers, luring them into a false sense of security. The sounds of the sea echo around it, invoking memories of lost loves and forgotten shores, intoxicating all who hear its call. Yet, beneath this enchanting guise lies an abyssal predator, eager to drag souls into the depths from which it originates.
Medium Aberration, Neutral
Armor Class 15 (Natural Armor)
Hit Points 102 (15d8 + 30)
Speed 0 ft., swim 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 15 (+2) | 12 (+1) | 16 (+3) | 20 (+5) |
Saving Throws Dex +7, Wis +6, Cha +8
Skills Insight +6, Persuasion +8, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 13
Languages Deep Speech, Aquan; telepathy 120 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Probing Whispers. Whenever a creature starts its turn within 30 feet of the creature, it must make a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be charmed until the start of its next turn. The charmed target perceives the creature as a trusted ally.
Abyssal Fluidity. The creature can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Pattern of Affliction (Recharge 5-6). The creature creates a shimmering wave of aqua energy in a 20-foot radius centered on itself. Creatures within the area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is incapacitated until the end of their next turn. On a successful save, they take half as much damage and aren’t incapacitated.
Actions
Multiattack. The creature makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained, and the creature can't use that tentacle to attack another target.
Swallowed by the Whisper (Recharge 6). The creature targets one grappled creature. The target must succeed on a DC 15 Wisdom saving throw or be teleported into a sub-dimensional pocket of shadow. The creature is incapacitated for 1 minute, during which it experiences haunting visions. At the end of the effect, the creature must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (6d8) psychic damage. On a success, the effect ends, and the creature emerges from the abyss unharmed.